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CubePunks
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https://kai-el-jefe.newgrounds.com/
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Huntsville AL

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CubePunks's News

Posted by CubePunks - February 1st, 2024


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The sequel to our game "PinBall Breaker" is releasing soon. Stay tuned for the release.


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Posted by CubePunks - January 23rd, 2024


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Pinball Breaker Deluxe is dropping February 3rd

  • 4 new characters
  • 3D animation
  • Remake of the original via Classic Mode
  • 4x the content added in Deluxe mode
  • Mobile Compatibility
  • Greedy Goblins crossover
  • Planned updates


Re-play the 1st one. Front-paged by staff, 2nd most popular game


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Posted by CubePunks - January 22nd, 2024


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Here's the selection screen for Pinball Breaker DELUXE. Starting roster is 8 (like the original), goal is to add more in post launch updates.


With more than half the cast's animations completed, I'm comfortable with saying the game released first weekend of Febuary. If not you have permission to send me violent threats.


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Posted by CubePunks - January 20th, 2024


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Game has 3 main steps before completion


Additional character animation

-faces need expressions to match voice lines

-additional animations reacting to player performance (about 10 per character, 3/8 are completed)


Music

-2 tracks composed, 2 tracks not composed, all 4 need to be mixxed and mastered.


Game Balancing

-Classic only had 6 layouts from the original game, Deluxe has 36

-Layouts need to be both unique but fun to play ; if I've tested my games for hours and still struggle at a section chances are it's an instant turnoff to players


We're looking at the 5%, not coming out tomorrow but very soon.


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Posted by CubePunks - January 18th, 2024


Here's concept art for the art style of Pinball Breaker DX. While Jules and Sammy had minor changes, Ace (far left) was overhauled cause the design wasn't cute enough. These were drawn as far back as July 2023

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Day's work was spent getting the rest of the layouts - 6x the variation than what was seen in the original had. I've also been doing a lot of playtesting to find bugs / game balance issues. The end is in sight but there's significant animation and audio work left to be done in the final bit.


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Posted by CubePunks - January 17th, 2024


Here’s Ace’s selection screen artwork.

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Yesterday and today was wrapping up coding on the 2 game modes. Classic mode is a remake of the original game while Deluxe adds features, shifts rules and ads more than double the layout variations (adds up to about 3x the variety of the original). Classic was done within a week but Deluxe has been having more bugs.


I should have squashed them today - meaning the rest of the dev time can be reserved to game balancing, asset polishing, board layouts and music (a final step which I'll start on the 22nd).


This game put in perspective why I don't like doing both art and coding on a project lol. I've been wanting to sculpt things for my 3D printer and kick up submissions to the art portal under my personal KageKMB account, but this takes priority. Thank goodness next game it's just coding and using music i wrote months ago.

________________________________________

CUBEPUNKS 2023 Game Schedule

PinBall Breaker DX - Start of Feb

Space Girls Can't Swim - Early March

Project Bit Beak - Cusp of Spring


after that has yet to be decided....

________________________________________


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Posted by CubePunks - January 16th, 2024


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Spent yesterday doing a marathon and drawing + polishing the roster art for the game. I liked how Penguina came out in particular.


Next week or so is getting the gameplay wrapped up and final week is additional polish. Aiming for an early Febuary drop because of how monthly voting works.


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1

Posted by CubePunks - January 11th, 2024


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Here's the current version of all 8 characters and board themes for the game.


Full discloser, this game would only have 4 if the original didn't already establish an expectation of the roster size. Goal is to drop this end of the month / start of the next; but if the game suffers a delay - it'll be because I need time to polish art assets.


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4

Posted by CubePunks - January 11th, 2024


HOW TO GET TEXTURES DONE WITHIN AN HOUR

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Here's a texture hack that works for characters with flat/toon shaders - I'm using it on all the characters in this upcoming game.


Block out colors via swatches in perfect squares on an image texture - as long as you don't "filter" the image you can shrink this image down to pixel-art levels of small; which in turn decreases load times for games. Just make the face a separate image texture so that can be a few hundred pixels reserved for that important detail.


In the case with the stripes - only diagonally drawn lines will appear pixelated on the model. Also, as long as the UV islands are wrapped as squares/rectangles you won't get any smearing.


This trick falls apart when you're using photorealistic rendering. If you want the characters too not look like vinyl toys, you need to add a bump map / normal map detail. To do that, you need to properly unwrap all your UV islands, cause UV islands can't be jumbled, overlapping and occupying the same spaces like you can get away with for the swatch technique.


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Posted by CubePunks - January 8th, 2024


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All character models have been modeled - with varying degrees of being rigged.


"Doctor" here was one of the more difficult ones, because while her model was able to utilized a lot of templated elements from from the art style - the design was the issue. She's a character designed by Kai El Jefe, with existing reference images drawn very much in a 2D only style; so I had to do more drafts for her than any other character. Funny enough, the asymmetrical straps added were inspired by specifically a Spawn statue I found when thrift shopping.


Anyways - pushing for the game to be out by the end of the month - playtesters like it so far.


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